The Plot Thickens

Where even the DM doesn't know what's around the next corner...

Pushin' ze bound'ries

At Andrew’s (Andrew, Kadon, Gerry & Daz)

Written by Gerry

Midday turned into afternoon at the Treasury. Joeseth continued with copying the scroll that had been recovered from the masked assailant.

Cel and Durathror, poring through the library’s books, had learned that the markings on the tree were an Ogham script, and meant ‘Zargath’. Ogham script was used by peoples in the swamps south of Kymrie, taken in turn from elsewhere in the past. Cel recalled that Zargath was a ‘First’, a reference to one of the original elven people. More than that he couldn’t recall.

Heading down from the second floor of the library, Cel and Durathror saw Nimbreh in conversation near Joeseth’s desk with someone who turned out to be Thelen. Cel and Durathror arrived at the desk, while Thelen was working through its translation. The group spoke about the research undertaken in the Library, mid translating Thelen glanced up at the mention of the ‘First’, but no further comment was made. Thelen’s cursory translation of the first part of the scroll had found that mention was made of ‘ritual’, ‘reclaiming’, ‘regeneration’, ‘nature’, ‘sacrifice’ and ‘demonstration’. Perhaps more context could be had as the rest of the scroll was analysed. Uthgar recalled reading something of Zargath from his personal collection of historical documents, he mentioned he might discuss the matter with Ummar.

Leaving the learned scholars to their work, Cel and Durathror returned to the Laden Scow, meeting as previously arranged with Emelia and Flynn. The night was spent at the inn, with a simple dinner, wine and ale. The cheeseboard was unfortunately plain, much to Durathror’s chagrin. The party then returned to the Treasury the following morning.

Durathror left to find a workbench and begins his repairs of Clank.

Flynn went in search of the Biology department, finding Jemma Scott. Flynn asked to learn more of dangerous beasts that the Treasury might now of. Learning that no autopsy was currently underway, he settled down with drawings of creatures previously compiled.

Cel and Emelia met Joeseth, joining him as he travelled down into one of the archival vaults under the Treasury to retrieve the scroll from overnight storage. Lit by magical means at the entrance to each vault, they disappeared off into the distance, and dark. Returning to Joeseth’s desk with the scroll in hand, Thelen stopped by on his way through the Treasury. Further translation of the scroll had uncovered more detail, especially given the context of the Orc-skin vellum upon which the ancient Elvish script had been written. The scroll referred to using sites of great power – presumably where great magics had been expended in key battles against the Orcs during the Elven-Orcish war. And that sacrifices were required. Whether that sacrifice was of effort, or of beings, was unclear. Lastly, the scroll was written by Zargath, who Thelen noted as being a powerful wizard, and a direct participant in the efforts made to destroy the orcs. In parting, Thelen mentioned Nimbreh had asked to talk with Cel to discuss matters.

Whilst Emelia conversed with the Librarian about books on fighting techniques, Cel searched out Nimbreh. Nimbreh suggested that the next course of action in discovering whether there was any risk to the scholars of the treasury lay with returning to the glade in which the masked assailant had been encountered, and picking up the trail from there. Should circumstances permit, capture of the assailant for later interrogation. In response to Cel’s query, Nimbreh confirmed that funding could be sourced to provision and recompense the group for their time and risk.

Introduced/featured:

People

Joeseth Hoat – librarian, human

Thelen – honours student, elf

Nimbreh – head of Treasury security, elf

Uthgar – senior research fellow, svirfneblin

Kuda Vheccal (referred to, not present in this session) – head of Faculty, human

A successful rescue attempt

Meeting halfway

At Andrew’s (Andrew, Philip, Gerry & Daz)

Two journeys begin, from the concealed North West Gate of the Dwarven mountains, a carriage pulled by a mountain pony starts down the long road to Westburg. Travok and Durathror make small talk about themselves and the surface world. They push on as night creeps in to make Birkenmoor, and the warmth of the Sheltered Eaves inn.

Islo is late and isn’t feeling 100% themselves (I’m going to retcon Minx out as the whole there/not there, between the 2 Mitegaran is just annoying). Flynn sends word he’s been detained, but that he will catch up down the road. The motley companions make their way through Westburg, headed for the North Gate, and the wilds beyond.

…

Introduced:

People

Travok, dwarvern merchant from Kilthoufarlode (deceased)

Dwain, mountain pony (deceased)

Places

A job offer

At Hugh’s (Hugh, Andrew, Kadon, Gerry & Daz)

The kickoff proper. In turn each of your characters learns of a job being offered by someone called Celegon. Interested in earning 50 gp you make your way to the Laden Scow, an in of some note on the edge of the city.

Each meet Celegon, in turn, in the common room (and Prescott/Violet), some arrange accommodation. Go off to get supplies/make preparations, then meet back in the private dinning room to make final plans for an early departure from the city.

Introduced:

People

You arrive in Westburg during the first thaw of Spring.

At Hugh’s (Hugh, Andrew, Kadon & Philip)

Through not intended as being canon, the introductions to peoples of Westburg, and their interactions have now become part of the respective character’s backstory.

A caravan arrives in the stockyard opposite the market of Westburg. Its crew weary from the long winding road from Shaooshtan far in the south. They are given their pay and “shore leave”. Minx, and Islo (once thought to be brother, and sister) were keen to spend their money on new studded leather armour, and so made the acquaintance of Malik the tanner. Unfortunately there is not a high demand for Mitegaran sized goods, but offered to tailor some Halfling armour to suit.

Emilia (under the name Alisia) enquired about getting a set of half-plate armour, or at least a breastplate, but was informed the iron/steel worker was on the far side of the market. With the indentured labourer, Cain left in her care the group headed deeper into Westburg at Cain’s request to find a temple. On the way there they heard the sound of someone being beaten in an alley. It turned out to be Captain Blackhelm, “administering the King’s justice” on an elf, a severe beating, as it was apparently only a first offence. Blackhelm seemed keen for Cain to interfere in his duties, so he could show the upstart what a third offence looked like first hand. Suspicions are the second offence collar around Cain’s neck suddenly felt ten times heavier.

The “off duty” caravan crew made their way further East into the city toward the Temple of the Fallen, which they had spied from the market. At the temple Said a prayer and left a gold coin donation, then departed feeling centred.

With evening approaching, the crew head back to the market. Alisia spots a Bowyer/Fletcher, Savanna, an elven maiden with long, flowing silver hair. Alisia enquired about arrows, but Savanna first wished to inspect Alisia’s bow, she noted its superior construction, and proceeded to give the crew a good deal on some equally quality arrows.

With the market closing, they retired to the Laden Scow. The crew got rooms for the night and returned to the common room for drinks and dinner. Although the rest were happy to settle in for the night, the Mitegaran seemed to want to look for trouble. They overheard what appeared to be plans for a burglary. By the time the crew were coming to a decision on what to do the conspirators had began departing.

The crew quickly reorganised themselves to tail the last criminal. Although this thief was trying his best to travel unnoticed, the keen eyes of the Mitegaran caught he every move. When he duck into an alley, and joined some shadowy figures, talking in hushed tones, the crew were left with 2 choices, try to fine someone from the King’s Order, or take matters into their own hands.

…

Introduced:

People

Malik Tanner, male human leatherworker.

Blackhelm, male dwarven Captain of the King’s Order, and his two 9’ tall living statue companions.

Savanna, female elven bowyer/fletcher.

Prescott and Violet, male and female human innkeepers.

Places

Laden Scow (inn), north of the west (dock) gates, just on the edge of the market square.

Don't all blow yourselves up at once.

My only experience with the time period has been from the Assassin’s Creed ™ II games. So as a basis for our campaign I am making use of my AD&D ® 2 nd Ed DMG™ Rules Supplement Creative Campaigning, the section on a Renaissance Campaign is as follows:

Overview: The Renaissance (ca. 1400-1600) is an especially rich period for adventure gaming. Although the period is slightly more modern than the typical AD&D ® campaign, there are no restrictions to classes or magic.

Despite the enlightenment (or “rebirth”) suggested by the term Renaissance, the period is a dark one in many ways. While science, literature, and the arts flourish in the Italian peninsula, bitter wars, both civil and religious, rage across Europe; political repression of all types victimizes entire nations; and the superstitions of the dark ages hold on grimly, even under the harsh light of modern logic and rationality.

As the Renaissance is gaining momentum in Italy, the bloody Wars of the Roses rage in England. Italy sees its share of religious wars, Papal successions, and the vicious decadence of ruling nobles causing widespread suffering.

All the same, during this period, reason and science make steady gains. Gunpowder revolutionizes warfare. Great works of art are created, and many universities and other centers of learning are founded. Science continues to make inroads against superstition. The middle class—merchants, craftsmen, and artists—develops, and many new experiments in social and political freedoms arise to challenge the unquestioned authority of governments and churches.

Weapons and Equipment.Handgonne (early 1400’s): This unwieldy weapon is both inaccurate and dangerous. Handgonnes take a full turn to load, require a burning match or cord to light, and have disadvantage on Attack rolls.

If you roll a 1 or 2 on either dice, the handgonne has misfired, and the firer suffers 1d8 damage. The handgonne is also fouled, and takes 30 minutes to clear, at the end off which you must make an Intelligence check, if you fail the weapon is too damaged and requires repairs using smith’s tools.

Damage for the handgonne is 1d10 (Variant rule, on a 10 result you roll damage again, adding the result. On a result of 10 you roll again, but if you roll 10 again the weapon also explodes, everyone within 5’ of you must make a Dexterity save. Those that failure take the 30 damage also, half as much damage on a successful save.)

Cost is 250 gp, with 3 gp for 10 bullets, and another 35 gp for a powder horn (water-resistant) with enough gunpowder for 30 shots.

I might add in a Dex check when loading also. Handling gunpowder one handed with a burning cord in the other hand, or in your mouth, sounds like fun.

A brief history of the world, part 2

This one I’m only giving the summary of the synopsis.

I posted a creation story, and the titles of some significant historical events with a brief description of their possible meaning. Feel free to interpret your own different meaning, or add to it, however you are inspired. Preferably framed from your PC’s, or PC’s races’, point of view.

A little additional house keeping first, I am winding back on the “Elven Madness”, not because I don’t think it could be cool, but because it is harsh singling them out, and because the Madness rule as is are annoying, and under-defined. The Sanity/Madness rules will still be in play for every one, and I will investigate possible alternate Madness effects before they are needed.

Over the next century the Elves advanced quickly, exploring and experimenting with their newly developed magic. They created portals to other planes of existence, and discovered beings beyond their imagination, and unfortunately, some beyond their comprehension. Since the Conflagration planar magic has been taboo for the Elves

Some of the many discoveries the Elves made were Halflings, Gnomes, and Humans.

They also discovered Orcs, once encountered they infected the land like a disease, looting, raping, and pillaging. The civilised races would mount counter offensives, and the Orcs would withdraw, for a time, but later return in greater numbers. One time the elves sought the shelter of the forest, but the ravening horde set it ablaze. Many Elves perished. Pushed to the brink, some say the Elves went mad, driven by blood-lust they gathered en masse and stalked the Orcs to a brute, every single one, male, female, and child were slain. No Orc has been seen since.

When Goblins were encountered, a similar fate was expected for them, but the Dwarves and Humans intervened, instead the majority were enslaved, put to work in Dwarven mines, and aiding in the construction of Human cities.

A brief history of the world, part 1

In the beginning there were elves, they lived idyllically, advancing slowly as they felt no need to rush. It is believed there were also dwarves, but as the elves were above, the staid, meticulous dwarves were like their inverse below, the dwarves are said to have been born working.

Eventually they encounter each other in the foothills of the dwarven mountain home. They formed an enterprising partnership, the elves provided, what the dwarves considered to be exotic food stuffs (fruits, vegetables, herbs, and meats), leather, and wooden goods, as well as raw wood, in exchange supplying metals (copper, iron, silver, and gold), stone, and gems. Both races were changed by their encounters.

The elves began a journey of learning, at first from the dwarves teaching them smithing, and working with stone. But their thirst went further, they began to extend their primitive rituals, forming the basis of modern magic. Their realisation they were not alone set some onto a more basic journey of discovery. The dwarves in turn learned from the elves the power of the arts (music, carving for aesthetics, painting, dancing), finding time for fun, and eventually magic.

You find yourself in an field west of a white house...

I have updated the interactive map. The previous hand drawn map that you’d be able to purchase, is now an item. It is the part of the world that is common knowledge to the people of your society anyway. We will start things off somewhere in the green zone.

I picture this planet as being a little smaller than Earth, with a similar rotations, though the polar angle is only approx. 10°, compared to Earth’s 23.4°. Your home continent is approx. 4,200 miles from top to bottom. The equator is about 120 miles South of the larger island off the South coast.

There are a number of large, mostly uncharted, islands off the North West edge of the map. And locals from the North have claimed that during Summer they occasionally see mountainous islands of ice sailing in the distance off the coast.